Game



Feb; 25, 1958 Filed Feb. 16, 1955 H. WILEY 2,824,741

GAME

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United States Patent GAME Hugh Wiley, Foresthill, Calif. Application February 16, 1955, Serial No. 488,521 4 Claims. (Cl. 273-137) This invention relates to competitive games, and particularly to games involving word construction and arithmetre exercises, having educational value for the teaching of word construction and arithmetic.

In general, the invention involves a set of game pieces or tiles, each bearing an alphabetical symbol and an arithmetic symbol. The object of the game is to construct, from a predetermined and fixed number of tiles, words and arithmetic equations. For greater flexibility, the game also includes tiles having wild symbols usable for any desired letter and further tiles creating special conditions under the rules.

It is therefore an object of this invention to provide a game that is competitive between the players and yet of highly educational value.

Another object of this invention is to provide novel game apparatus employing game pieces of novel construction designed for quick and easy handling to speed up play of the game.

Still another object of this invention is to provide novel game apparatus providing for use by different numbers of'players.

A further object of this invention is to provide novel game apparatus involving relatively sliding parts so configured and designed as to minimize interference by foreign matter between the movable parts.

A still further object of this invention is to provide a game employing a novel game piece holder.

Additional and further objects and advantages will become apparent to those skilled in the art as the description proceeds in connection with the accompanying drawings, wherein:

Fig. 1 is a vertical sectional view through a container for the game of the present invention showing the game apparatus therein;

Fig. 2 is a horizontal sectional view taken substantially along the line 22 of Fig. 1;

Fig. 3 is a front elevational view, with parts broken away, showing a holder and a set of game pieces therein and illustrating a rare winning rack;

Fig. 4 is a sectional view taken along the line 44 of Fig. 3 but on an enlarged scale;

Fig. 5 is a front face view, on an enlarged scale, of one of the, tiles;

Fig. 6 is a sectional view, similar to Fig. 4, but showing a modified form of tile holder;

Fig. 7 illustrates a complete set of the tiles of the game;

Figs. 8, 9 and 10 illustrate three typical winning racks.

Referring first to Fig. 1, it is proposed that this game apparatus be distributed and stored in a package comprising a container 2 and a cover 4. The container portion 2 is provided with transverse slats or bars 6 spaced from one side thereof and defining a narrow compartment space 8 for the reception of tile holders 10 in nested relation. The relatively large compartment space 12 receives the set of game pieces or tiles 14. It is contem- {fated that the set of tiles be coas i y ninety i ice dividual pieces and that seven holders 10 be provided, all as will be described in more detail hereinafter.

The cover 4 for the container 2 is preferably of substantial depth and of suflicient capacity in itself to hold and contain the entire set of tiles 14. Thus, in playing the game, the cover 4 may be placed in a position convenient to all of the players with its open end upwardly and the supply of tiles placed therein within easy access to all the players. As will be described, the players, in turn, draw tiles from the supply and return tiles thereto.

Referring now to Fig. 7 which shows an exemplary set of game pieces or tiles, it will be noted that the set comprises ninety tiles of identical size and shape. Seventytwo of the tiles bear alphabetic symbols 16 in an upper zone 18 and arithmetic symbols 20 in a lower zone 22. Certain of the letters of the alphabet appear in greater number than others and also certain of the arithmetic symbols appear with greater frequency than others. For instance, in the illustrated example the vowels A, E, I, O and U each appear on six different tiles, whereas the remaining letters of the alphabet appear only twice. Clearly, however, other numbers of the various letters could be provided. The arithmetic symbols include the digits from 0 through 9, and manipulation and equality symbols indicating subtraction, addition, multiplication, division and equality. Those tiles bearing the same alphabetic symbol are provided with respectively different arithmetic symbols. Each of the arithmetic symbols referred to is either a numerical digit or a manipulation symbol and each constitutes one element of an arithmetic equation. Those tiles bearing the same arithmetic symbols are provided with respectively different alphabetic symbols.

Four of the tiles are provided with a star or other generic symbol 24 in the upper zone 18 and are provided with arithmetic symbols 20 on their lower zones 22.

Fourteen of the tiles are provided with only a single indicia zone 26 and six of those are provided with the symbol DS and the other eightbear the notation End. The use of these additional tiles will be described hereinafter.

The symbols may be printed or embossed on the tiles, as desired, and it is contemplated that this game may even be produced with raised Braille characters for use by the blind.

Referring now particularly to Fig. 5, one of the tiles is shown in enlarged form and the figure has been shaded to indicate that the zones 18 and 22 are differently and distinctively colored. Each of the tiles 14 is of generally flat platelike form having opposed parallel side edges: 28 and 30 and a pair of laterally spaced feet 32 ex-- tending downwardly from their lower edges. The edge- 28 of each tile extends upwardly to a point adjacent the upper edge of zone 18, whereas the edge 30 extends a considerable distance above the upper edge of zone 18. A top edge 34 extends obliquely from the upper end of edge 28 to a position adjacent the upper end of edge 30 and defines therewith an upwardly extending tang 36 of upwardly converging but non-symmetrical outline extending above the upper zone 18. Thus, the tang 36 is nonsymmetrical with respectto the axis of orientation of the characters or symbols 16 and 20.

Fig. 4 illustrates a form of holder 10 contemplated for use with the present game. As shown in this figure, the holder is of generally triangular sectional shape and each triangular face is provided with a front face portion '38 which may be somewhat recessed inwardly of the outer surface 40 of the holder. Each face 38 extends upwardly and rearwardly of a supporting surface. when that particular face is being employed and terminates at its lower edge in an outwardly extending ledge 42 having a terminal flange 44 projecting upwardly from its outermost edge in the plane of the surface 40. The space between the flange 44 and face 38 is slightly greater than thethickness of the tiles'14y and defines, along with ledge 42, an elongated groove adapted-to loosely receive the lower edges of thetiles The faces 38"and the ledges 42 are each providedwith'a longitudinally e31 tending raised bead 46 and 47', respectively: The head 46 on face 38 engages the rear-faces of the tiles 14; whereas bead 47 on the ledge 42 slidablyengages and supports the bottoms'of the feet 32 of tiles 14. Thusit will be seen that the tiles may be placed in the holders and can be readily slid therealong to the desired position with a minimum of frictional resistance and with a minimum of interference'from debris or foreign matter that may haveinadvertently dropped into the grooves of the holder or adhered to front face 33.

From Figs. 3 and 4 it will'be readily apparent that the upper edges of the zones 18 of the tiles are at about the height of the top edge of the holder and that the tangs 36 project upwardly above the holder 10. It will also be readily apparent that the particular shape of the tangs 36 and their height permit ready grasping, by a player, of any desired single tile in his rack for ready removal or repositioning in the rack. For instance, the tile bearing the letter W shown in Fig. 3 may be readily grasped and lifted out of the rack and moved to another. position, for instance, between tiles bearingletters A and B. One of the lower corners of the tile W may then be placed in the notch 48 between the tangs 36 of the tiles A and B, and by simply pushing downwardly on the tile W, the tile B and all those to the right of it will be moved to the right to fill the space vacated by removal of the W tile and the W tile itself will be pushed into the new space created between the A and B tiles. The shape of the tiles and the provision of the beads on the holder facilitates such sliding movement for ready and facile rearrangement of tiles in the holder.

The tiles 14 and/or holders 10 may be of molded plastic or other suitable material. The holders and tiles could be formed of magnetizable metal and either the tiles or holders magnetized whereby the game could be played with the holders shown, or equivalent holders, in tilted or even inverted position, which might be necessary for use by bedridden players.

As will appear hereinafter, it is proposed that this game can be played by from two to seven players. As will further appear hereinafter, the number of players participating in the game determines the number of tiles constituting a full rack. With two, three or four players, each player preferably uses seventeen tiles. With five players, each player preferably uses'fourteen tiles, and withsix or seven players, each preferably uses eleven tiles. Thus, there arethree different numbers of tiles constituting a full rack. The above are merely illustrative since the smaller numbers of players may use the short racks if they so elect.

Referring again to Fig. 4, wherein each face of the holder 10 is provided with a tile-holding groove and face 38, it is contemplated that the face 38 and associated groove on one face of the holder be of such length as to freely receive only eleven tiles (that face is the one shown in Fig. 3). A second face of the holder is provided with a tile-receiving groove of a length to receive seventeen of the tiles. The holders 10 are sufficiently long to accommodate the seventeen tiles and, as clearly evident in Fig. 3, those grooves adapted for a lesser number of tiles do not extend the full length of the holder 10. On each surface of the holder the length of the rack is, defined by forwardly extending abutments 49 at the ends of front faces 38.

If desired, a separate holder may be provided for each different number of tiles to be used. Forexample, the ll-tile racks, the 14-tile racks, and the 17-tile racks '4 could all be on separate holders. In such a case, a front face 38 (Fig. 6), ledge 42', flange 44', abutmcnts 49, and beads 46' are provided on only one of the triangular faces of the holder, or the holder may even be of other sectional shape.

it is to be further noted that the non-symmetrical I shape of the tangs 36 on tiles 14 permit a player to select an unseen tile from the supply and determine, by his sense of touch alone, which face bears the symbols. He may thus withdraw the tile from the supply in such manner that the symbols thereon will not be exposed to the view of the other players.

Having thus described the apparatus employed, a proposed set of rules is set forth herebelow:

Rules The game may be played by from two to seven players.

Each player is on his own, playing against all other."

players. There is but one winner in each game.

The object of the game is to obtain and arrange the tiles held in a full rack so that they form at least two words and one equation, with no superfluous tiles present in the rack.

With two, three or four players the seventeen rack, which holds seventeen tiles, is used. With five players, the fourteen rack is used. With six or seven players,

;the eleven rack is used.

eluded. The article a is not accepted as a word.

Equations must include three numerical elements and two arithmetic symbols in this form:

Play proceeds clockwise. Each player in turn draws one tile, and only one, sight unseen, from supply box. Should the player decide to keep the tile so drawn he does so, making a place for it in his rack by discarding one tile into supply box. A tile not wanted when drawn is at once discarded into supply box. Each player, in turn, gets but one draw.

Players draw and discard, in turn, until some player completes a winning rack with two or more words and one or more equations, .with no superfluous tiles present in his rack. The winning player must at once announce his completed rack and exhibit it for inspection by his opponents.

All tiles must be returned to supply box before drawing foranew game begins. The total of ninety tiles must be in play at all times, no matter how many players are in the game.

A star tile may be used in place of any letter. A star" does notsubsti'tute for a numeral. A star may not be used in common for the last'letter of one word and the first letter of another word. It may function in one word only; A completed rack'may include as many star tiles as the player may draw if each star substitutes'foran essential letter in a word, or if the numeral below the star be-part of a complete equation. Two ormore star tiles, combined, and not being used as substitutes forletters, may be scored as one word.

Tiles marked End may be used-to complete a rack,

bu-tnot more than two-End tiles maybe present in any completed rack. End tiles may be discarded when Qt.

Points for winning Game 25 For each word in his rack 5 For first equation in rack For a second equation 20 Where one or more words and an equation are formed by tiles common to both, such words and the equation thus formed both score.

The composition and extent of the average adult vocabulary and the structure of equations in simple arithmetic have received comprehensive elaborate study relative to their respective functions as mediums of communication and this study has been the control factor in the design of this game. The varying insignia on each of the 76 letter-arithmetic tiles have been selected and fixed in the order and relationship displayed in this game as a result of this study, so that using either of the three racks of varying capacity, with any number of players from two to seven:

A. The odds for or against any player when the racks are filled at the beginning of a game approach equality.

B. The odds for or against any player remain near equality through the course of the game up to the final critical period during which the winning tile is drawn.

C. The average playing time for one game, using either of the three racks of varying capacity and with any number of players from two to seven does not exceed twelve minutes.

The game apparatus as devised and designed is an interlocking arrangement of letters, numerals and essential symbols so related as to enable a player to experiment with and practice the art and method of Word construction simultaneously with the construction and solution of equations in simple arithmetic involving addition, subtraction, multiplication and division.

The game apparatus consists essentially of letters, numerals and essentialsymbols, the latter being either operational symbols used in arithmetic equations or substitutes valid for use in place of letters, so related as to induce and impel a player to maintain a vigilant study of, and search for, potential words and equations, to alter the place and arrangement of the tiles in his rack in order to create words and equations as new tiles are drawn and discarded, and to make decisions relative to the advantageous use of his various and variable potential scoring values as they develop.

In this process, with the elements of the game apparatus, he creates and destroys a series of words and equations, or parts thereof, until a completed structure of words and equations is attained, or until an opponent precedes him to success. With this game apparatus the period of play becomes a continuing study of arithmetic and word construction in an essential relationship so devised and imposed by the design of the apparatus, that neither element of study-arithmetic or word construction-may be neglected if the player desires to win the game.

Fig. 3 of the drawings illustrates a rare type of winning rack wherein both the letter symbols and the arithmetic symbols of each and every tile in the rack take part in words and equations. As is readily obvious from Fig. 3, every tile constitutes part of a word and also part of an equation. Such a winning combination as shown in this figure is rare and extremely diflicult to achieve. Figs. 8, 9 and 10, on the other hand, illustrate typical winning racks. Fig. 8 shows a winning ll-tile rack on which the player has constructed two words (on, and map) and one arithmetic equation (7+2=9). Fig. 9' illustrates a 14-tile rack with a winning combination thereon consisting of three words (he, go and set) and one equation (6+3=2). Fig. 11 illustrates a 17-tile rack completed to show three words (learn, at and play) and one equation (3l=2). In Fig. 8 five tiles are used to construct the words and five different tiles are used to construct the equation. The eleventh tile is a Double score tile which takes no part in either the words or equation but doubles the normal score for the rack. In Fig. 9 only twelve of the tiles are used to construct the words and the equation, the other two tiles being End tiles which take no part in either the words or equation and do not alter the scoring value of the rack. In Fig. 10 only sixteen of the seventeen tiles are used to complete the words and the equation, there being a Double score tile present. In this rack no particular letter designation is assigned to the tile bearing the star since that tile is used merely for constructing an equation rather than a word.

While a single embodiment of the invention has been I shown and described herein, it is to be understood that the drawings and description are merely illustrative and not limiting. Other modifications may be resorted to within the scope of the appended claims.

I claim:

1. In a game apparatus, a set of game pieces, means on a face of each game piece dividing that face into first and second indicia areas there being a plurality of said pieces for each letter of the alphabet and each of said pieces of each plurality bearing a symbol representing its letter in the said first area of said game piece, each of the pieces of said set further bearing a symbol representing a single element of an arithmetic equation thereon, in its second area, those game pieces bearing the same letter symbol being each provided with a different element of an arithmetic equation and said game pieces being of such shape that a group thereof may be arranged in side-by-side relation with all of their first and second areas, respectively, aligned whereby said group may simultaneously form words and arithmetic equations.

2. A set of game pieces as defined in claim 1 including i a further plurality of pieces, each bearing a different element of an arithmetic equation thereon in its second area and each further having a non-alphabetical symbol thereon in its first area, whereby the pieces of said further plurality may be used by a player, at will, by assigning any desired letter designation to said non-alphabetical symbols.

3. A set of game pieces as defined in claim 2 including a still further plurality of pieces each having a single legend thereon.

4. A set of game pieces as defined in claim 1 wherein symbols representing certain letters of the alphabet appear on a greater number of game pieces than the symbols representing other letters.

References Cited in the file of this patent UNITED STATES PATENTS 805,895 Wedderburn NOV. 28, 1905 943,058 Ashenden Dec. 14, 1909 956,827 Rieth May 3, 1910 1,509,770 Parker Sept. 23, 1924 1,529,660 Maurer Mar. 17, 1925 ,936 Hecker May 18, 1926 ,723 Robins Sept. 25, 1928 59 'Scofield Sept. 22, 1936 

